Join us on Twitter and IRC (#ludumdare on Afternet.org) for the Theme Announcement!
Thanks everyone for coming out! For the next 3 weeks, we’ll be Playing and Rating the games you created. You NEED ratings to get a score at the end. Play and Rate games to help others find your game. We’ll be announcing Ludum Dare 36’s August date alongside the results.
New Server: Welcome to the New (less expensive) Server! Find any problems? Report them here.
This jam was an absolute blast! We were determined to kick back a little and relax after getting quite stressed out during LD31, and I think it shows in the game. We started planning on Thursday by putting together a OneNote document with ideas for all of the final round themes (best theme selection in a long time by the way!). I think the brainstorming really helped get in the mood.
We ended up not using any of the brainstormed ideas after I had the final idea when I woke up on Saturday morning to start the jam. After a brief discussion, we went with the “animals as weapons” idea and started work.
We decided to go for a voxel style as I’ve been working on a voxel toolset for Unity (plug!) and Paul was itching to try out MagicaVoxel. The two tools combined allowed us to churn out really nice-looking blocky models extremely quickly, and even include basic animation.
Around 90% of the sound effects were recorded ourselves, with Carl taking time to go outside and do some basic Foley work. Some of the animal sounds were made by combining Freesound effects.
Things were progressing so well, we even sojourned to the pub for lunch midway through Monday afternoon and enjoyed the sunshine. This truly was a perfect LD for us.
We submitted on the deadline at 2am Tuesday morning and then got a decent night’s sleep. However, after waking up and beginning work on the ports, I discovered two things:
1. The game crashes on the Unity webplayer on MacOS.
2. The native Linux build also crashes.
Both crashes result in a very generic error with no pointers to help me debug, so looks like a Unity issue. Which sucks as that pretty much excludes mac web players and everyone on Linux. I did put up a WebGL build as a (pretty dodgy) alternative.
That niggle aside, we’re happy with the game and with the general awesomeness of LD32. Congrats to all our fellow jammers!
It’s taken three goes, but at last I’m actually happy with the outcome of this LD. Myself and fellow jammer Gredgie only really had 48 hours for this jam due to commitments on Monday, so we had from Saturday morning until Sunday evening to wrap up everything bar the most polishiest of polishing.
After waking up to find out the theme, we sat and mused (panicked) for almost a full hour before we struck upon our idea. You’re in a plane, it’s crashing, and there’s only one parachute. We asked ourselves if the theme was too morbid, but then decided that if we just made the game out and out ridiculous, we’d be okay.
So off we went, myself using my familiar environment of C# and Monogame via VS2012, Gredgie sticking with the ever-faithful Photoshop and his Wacom.
We spent the first day designing the plane, using a cut-away internal view and creating a tilemap using Tiled. We put the player in control of the plane’s pilot starting in the cockpit at the front of the plane and with an exit door at the rear. We went for a right to left scroll direction simply because that’s how I was imagining it in my head.
By adding parallax-scrolling clouds in the background, and random camera shake, the scene started to get pretty immersive. Then I had the idea of rotating the plane at random to put it in a nosedive, and to introduce sliding physics in the direction of the slope. All easy stuff to do, but it contributed to the feel greatly.
I took a small amount of code from a previous game to deal with animation using Spine and added the plane’s passengers (one for each of the seats laid out on the map). I then added a simple punch attack that knocks back the player/the AI passengers. The AI was then given four distinct states:
Panic (default behaviour)
Going for the parachute (when they get close enough)
Going for the exit (if they have the parachute)
The aim of the game was set ins tone: Grab the parachute, and get to the rear exit. Knock out the plane’s passengers to give yourself time to escape. The AI all follow the same MO.
Day two was all about setting up the intro and outro of the game, and adding as much graphical polish as possible. The game has three possible endings:
The plane crashes, nobody lives
One of the AI gets the parachute and opens the door (everyone else is sucked out of the plane and dies)
The player gets the parachute and opens the door (the player floats to safety while everyone else dies)
On Monday evening, I had a few hours left so I added some beat-em-up style weapons. We ran out of time for Gredgie to finish the graphics before submission though, so the weapons and parachute objects are still pretty much placeholder. That’s the only bit about the game I’m not 100% happy with, but time is time.
Response to the game has been awesome thus far, and now I’m busy keeping up with rating everyone that’s kind enough to leave a comment. I’m pretty chuffed with it to be honest – it’s short, fun and darkly humorous.
Ten-minute timelapse of the development of OtherSpace during the 72-hour Jam. As our game didn’t have a soundtrack, I added a commentary (English) track to it instead. Please excuse the “um”s and “er”s, I didn’t plan out a script beforehand!
We’re insanely proud of our first Ludum Jam entry. We’d only just decided on a direction for the game at the end of the first day, but it all came together marvellously.
You control Gerde, an alien inhabitant of a homeworld close to extinction. In the spirit (kinda) of the Minimalism theme, Gerde must minimise the number of casualties that occur before her world is flooded. She can do that by taking the shortest path possible through the world.
I won’t give too much more of the game away. It’s a short but exciting adventure.